#version 330 core out vec4 FragColor; float near = 0.1; float far = 100.0; float LinearizeDepth(float depth) { float z = depth * 2.0 - 1.0; // back to NDC return (2.0 * near * far) / (far + near - z * (far - near)); } void main() { float depth = LinearizeDepth(gl_FragCoord.z) / far; // divide by far to get depth in range [0,1] for visualization purposes FragColor = vec4(vec3(depth), 1.0); }